Aller au contenu

Photo

Levitation spell


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
rjshae

rjshae
  • Members
  • 4 509 messages
From the "Wouldn't it be cool if..." file, I was thinking that it would be pretty dramatic for an enemy wizard to levitate himself over the battlefield, making himself immune to melee attacks. But I suspect this may not be do-able without modifying the models.

:)

#2
kamal_

kamal_
  • Members
  • 5 260 messages
Since the ai isn't aware of the z axis, and can attack enemies in the air with melee weapons, it's problematic...

Also, any creature levitating in the battlefield both marked themselves as a mage and became an easier target since there are no friendly fire possibilities.

#3
Dann-J

Dann-J
  • Members
  • 3 161 messages
Applying an ethereal effect (but not the visual) to the mage would prevent anyone being able to attack them. Or a sanctuary effect if you want enemies to be able to make a saving throw against the levitation.

You could try locking them into the major casting animation loop, which raises the character slightly above the ground. It wouldn't be a very high levitation, but it might at least be representative of it. Then the mage could move at will about the battlefield until the spell ended.

Unfortunately there'd be no way to get the mage to ignore non-walkable areas in the walkmesh and levitate over obstacles. Unless the spell required you to select a destination, made the character model invisible, then replaced them with a temporary VFX of a generic levitating mage (male and female variants). Then you could have the VFX moving in a ballistic arc via the spell's projectile effects. Once the mage-projectile reached the destination, you could jump the character to it and remove the invisibility. It'd basically be a delayed form of teleportation.

#4
Morbane

Morbane
  • Members
  • 1 883 messages

DannJ wrote...

Applying an ethereal effect (but not the visual) to the mage would prevent anyone being able to attack them. Or a sanctuary effect if you want enemies to be able to make a saving throw against the levitation.

You could try locking them into the major casting animation loop, which raises the character slightly above the ground. It wouldn't be a very high levitation, but it might at least be representative of it. Then the mage could move at will about the battlefield until the spell ended.

Unfortunately there'd be no way to get the mage to ignore non-walkable areas in the walkmesh and levitate over obstacles. Unless the spell required you to select a destination, made the character model invisible, then replaced them with a temporary VFX of a generic levitating mage (male and female variants). Then you could have the VFX moving in a ballistic arc via the spell's projectile effects. Once the mage-projectile reached the destination, you could jump the character to it and remove the invisibility. It'd basically be a delayed form of teleportation.


I was thinking the exact same thing :happy:

#5
rjshae

rjshae
  • Members
  • 4 509 messages
Hmm, sounds messy. I was actually only thinking about a levitate in place, rather than a fly. It should be possible to apply a 100% protection from melee effect to the levitating mage, although the AI would scripts would likely also need to be modified to prevent such wasteful attacks.